OK, your funeral.
NORTH

SOUTH
Maps:
Large Mountain 1............Mines 1
Large Mountain 2...........Military Base 2
MAP MODIFICATIONS
-There are no walls around the military base. The underlying terrain is there, but ignore the walls and treat the tops of the berm as Clear terrain.
-All black hexes, or hexes on other maps which appear to be roads, are Paved Hexes.
DeploymentRanger Mechs deploy anywhere desired within 8 hexes of the south edge of the map.
OPFOR units enter on Turn 1 along the north side of the map. No more than 3 Mechs may enter along any single northern map quarter.
Environmental ConditionsF4 Tornado Funnel Cloud: Place a Radius 1 (7 total hexes) template on the map, and prior to Turn 1, drift it 1d6 hexes using the Fall Table to determine direction (1 = North). Each turn during the End Phase, the template drifts 2d6-1 hexes. Any building Hex takes 80 CF if the template moves across it. Any Mech is *automatically* knocked prone (determine direction as normal, Mechwarrior damage test requires a +5 modifier) and takes damage as though it had suffered a 4 Level fall. If the tornado goes off the board edge, loop it around to the far side of the board.
F4 Tornado Surrounding Conditions: Mechs may not expend Running MP to enter a new hex (though the Minimum Movement rule is not affected). All PSRs - not physical attacks - suffer a +5 modifier. THIS INCLUDES EJECTION CHECKS. Ballistic or Missile weapons may not be used unless the unit mounting them has an SPA which reduces either to-hit or Weather penalties**; in that case, assume the environmental to-hit modifier is a +6, and reduce the penalties from that point. Direct-fire and Pulse energy weapon may be used, but apply an additional +3 to-hit modifier.
**Gunnery Specialization and All-weather would apply; Jumping Jack or Precision Ammo would not
F4 Tornado Wave Effects: All Water hexes on the board apply the Torrent terrain condition: add +2 MP to enter the water hex, and a +3 to all PSRs while in that hex (this *replaces* the +5 from the tornado effect). Any Mech in water which falls (including a Mech pushed into water) is, during the end of the Phase in which it entered the water, displaced 3 hexes "downstream" (always downhill). If the underlying level of the terrain changes, this will result in an accidental fall; the Mech suffers half-damage from being in water, but must obviously still make Breach Checks.
F4 Tornado Flying Cow Effects: Infantry cannot normally operate in an F4 tornado condition. In lieu of being automatically killed, conscious pilots outside of a building will automatically suffer 1 pilot hit during the End Phase of each round on an 8+. Unconscious pilots take the damage on a 7+. Add a +2 to the dice roll (making it more likely) if the pilot is in a Woods hex. Any conscious pilots may spend their turn "hunkering down" in a hex instead of moving, and as long as they aren't in a Woods Hex. Subtract -1 from the die roll if they hunker down. A pilot MAY NOT be picked up be friendly forces if they are hunkering down, and will test for damage (and consciousness) BEFORE being picked up that turn. Edge may be spent on any roll to avoid damage from Tornado effects.
Battlefield SupportNone
Victory ConditionsRangers1) Destroy or render incapable of spending MP at least 3 OPFOR units
2) Have 2 or fewer Ranger units, including the liaision, rendered incapable of spending MP
OPFOR1) Destroy or render incapable of spending MP at least 3 Ranger units, one of which being the liaison
2) Move to within 2 hexes of the 12-hex trapezoidal building on the Military Base 2 map, and return that unit to within 1 hex of your board edge
MISCELLANEOUS
1) Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn. Only a single spent MP is required to move offboard (ie, the environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it). Civilian vehicles and infantry may not flee the battlefield.
2) OPFOR MechWarriors will ignore any ejected Ranger MechWarriors in this scenario.
3) Ghost Bear units do not generally recognize zellbringen against mercenaries, and will fight and combine fire as though they were not Clan forces. If they are an OmniMech unit, they will not make physical attacks, but may always use defensive SPAs regardless of their unit type. If they are NOT in an OmniMech unit, they may elect to make physical attacks as normal.
4) A unit unable to use weapons due to weather conditions is NOT considered crippled. The weapon is still active on the unit; it just can't hit anything.